Sandbox.Game.Entities
MySkinnedEntity
Assembly: Sandbox.Game.dll
public class MySkinnedEntity: MyEntity, IMyEntity, IMyEntity, IMySkinnedEntity, IMyParallelUpdateable
Fields
Events
| Member | Description |
|---|---|
| AddedToScene | Inherited from MyEntity |
| OnClose | Called when Close() is called. Order 1) OnMarkForClose 2) OnClosing 3) OnClose . Inherited from IMyEntity |
| OnClose | Inherited from MyEntity |
| OnClosing | Called when Close() is called. Order 1) OnMarkForClose 2) OnClosing 3) OnClose . Inherited from IMyEntity |
| OnClosing | Inherited from MyEntity |
| OnDebugDraw | Inherited from MyEntity |
| OnMarkForClose | Called when Close() is called. Order 1) OnMarkForClose 2) OnClosing 3) OnClose . Inherited from IMyEntity |
| OnMarkForClose | This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed Inherited from MyEntity |
| OnModelRefresh | Inherited from MyEntity |
| OnPhysicsChanged | Called when havok rigid body physics are changed: inited, closed, modified. Inherited from IMyEntity |
| OnPhysicsChanged | Inherited from MyEntity |
| OnPhysicsComponentChanged | Inherited from MyEntity |
| OnTeleported | Inherited from MyEntity |
| OnUpdateOnceBeforeNextFrame | Inherited from MyEntity |
| RemovedFromScene | Inherited from MyEntity |
Properties
| Member | Description |
|---|---|
| AnimationController | |
| BoneAbsoluteTransforms | |
| BoneRelativeTransforms | |
| DecalBoneUpdates | |
| UpdateFlags | |
| CastShadows | Gets or sets flag CastShadows Inherited from IMyEntity |
| Closed | True if the block has been removed from the world. Inherited from IMyEntity |
| Closed | Inherited from MyEntity |
| Components | Gets blocks component logic container Inherited from IMyEntity |
| Components | Inherited from MyEntity |
| DebugAsyncLoading | Used for internal usage. Modders should not use it. Will be eventually removed Inherited from IMyEntity |
| DebugName | Inherited from MyEntity |
| DisplayName | Gets user friendly name of entity. May be null For block terminal name use DisplayNameText Inherited from IMyEntity |
| DisplayName | Gets or sets user friendly name of entity Inherited from IMyEntity |
| DisplayName | Inherited from MyEntity |
| DisplayNameText | Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. Inherited from MyEntity |
| EntityId | Id of entity Inherited from IMyEntity |
| EntityId | Uniq id of entity. Inherited from IMyEntity |
| EntityId | Entity id, can be set by subclasses (for example when using pool...) Inherited from MyEntity |
| EntityStorage | Inherited from MyEntity |
| FastCastShadowResolve | Gets or sets flag CastShadows Inherited from IMyEntity |
| Flags | Gets or set some behavior of entity. EntityFlags Inherited from IMyEntity |
| Flags | Inherited from MyEntity |
| GameLogic | Gets or sets game logic for object. If there is more than 1 game logic attached it should be wrapped into. Inherited from IMyEntity |
| GameLogic | Inherited from MyEntity |
| HasInventory | Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventory() != null. Inherited from IMyEntity |
| HasInventory | Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null. Inherited from MyEntity |
| Hierarchy | Gets or sets Hierarchy component Inherited from IMyEntity |
| Hierarchy | Inherited from MyEntity |
| InScene | Gets or set if grid is InScene. Objects that are not in scene are not updated and drawn. Inherited from IMyEntity |
| InScene | Inherited from MyEntity |
| InvalidateOnMove | Gets if entity is invalidated on move When visual look of entity depends on position - then InvalidateOnMove should be true Inherited from IMyEntity |
| InvalidateOnMove | Inherited from MyEntity |
| InventoryCount | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
| InventoryCount | Iterate through inventories and return their count. Inherited from MyEntity |
| IsCCDForProjectiles | Inherited from MyEntity |
| IsPreview | Inherited from MyEntity |
| IsReadyForReplication | Inherited from MyEntity |
| IsReplicated | Inherited from MyEntity |
| IsTransparentForJumpDrive | Inherited from MyEntity |
| IsVolumetric | Always returns false Inherited from IMyEntity |
| IsVolumetric | Inherited from MyEntity |
| LastSnapshotFlags | Inherited from MyEntity |
| LocalAABB | Gets or sets local axis aligned bounding box. Same as LocalAABBHr , LocalAABB Inherited from IMyEntity |
| LocalAABBHr | Gets local axis aligned bounding box. Same as LocalAABB , LocalAABB Inherited from IMyEntity |
| LocalMatrix | Gets or sets local matrix. When entity, has parent, it's world coordinates are calculated from localMatrix and parent world matrix Inherited from IMyEntity |
| LocalVolume | Gets or sets local volume. Same as LocalVolume Inherited from IMyEntity |
| LocalVolumeOffset | Gets or sets local volume offset. Same as LocalVolumeOffset Inherited from IMyEntity |
| LocationForHudMarker | Inherited from MyEntity |
| MarkedForClose | Checked if Close() was called Inherited from IMyEntity |
| MarkedForClose | Inherited from MyEntity |
| MaxGlassDistSq | Not used in game anymore Inherited from IMyEntity |
| MaxGlassDistSq | Inherited from MyEntity |
| Model | Gets model of block Inherited from IMyEntity |
| Model | Inherited from MyEntity |
| ModelCollision | Gets collision model of block Inherited from IMyEntity |
| ModelCollision | Inherited from MyEntity |
| Name | Some entities can have uniq name, and game can find them by name TryGetEntityByName(string, out IMyEntity) Inherited from IMyEntity |
| Name | Uniq name of entity. Can be used to find entity by name Inherited from IMyEntity |
| Name | Inherited from MyEntity |
| NearFlag | Gets or sets flag Near Inherited from IMyEntity |
| NeedsDraw | Gets or sets flag NeedsDraw Inherited from IMyEntity |
| NeedsDrawFromParent | Gets or sets flag NeedsDrawFromParent Inherited from IMyEntity |
| NeedsResolveCastShadow | Gets or sets flag NeedsResolveCastShadow Inherited from IMyEntity |
| NeedsUpdate | Gets or sets how often the entity should be updated. Inherited from IMyEntity |
| NeedsUpdate | Inherited from MyEntity |
| NeedsWorldMatrix | Gets or sets if WorldMatrix should be calculated when parent WorldMatrix is changed. Inherited from IMyEntity |
| NeedsWorldMatrix | Inherited from MyEntity |
| Parent | Gets parent of entity or null, if this entity doesn't have parent. Ex: character sitting in cockpit, has parent - cockpit, cockpit has parent - cube grid, connected grids also has main grid, which would be parent for other grids. Inherited from IMyEntity |
| Parent | Gets or sets the parent. Inherited from MyEntity |
| PersistentFlags | Gets or sets persistent flags that are used in rendering. Inherited from IMyEntity |
| Physics | Gets or sets physics for object Inherited from IMyEntity |
| Physics | Inherited from MyEntity |
| Pinned | Inherited from MyEntity |
| PositionComp | Gets or sets position provider logic Inherited from IMyEntity |
| PositionComp | Inherited from MyEntity |
| Render | Gets or sets render logic Inherited from IMyEntity |
| Render | Inherited from MyEntity |
| Save | Gets or sets Save . Entity won't be saved if Save is false Inherited from IMyEntity |
| Save | Inherited from MyEntity |
| ShadowBoxLod | Gets or sets flag ShadowBoxLod Inherited from IMyEntity |
| SkipIfTooSmall | Gets or sets flag SkipIfTooSmall Inherited from IMyEntity |
| StopPhysicsActivation | Inherited from IMyEntity |
| StopPhysicsActivation | Inherited from MyEntity |
| Storage | Custom storage for mods. Shared with all mods. Inherited from IMyEntity |
| Storage | Inherited from MyEntity |
| Subparts | Inherited from MyEntity |
| SyncFlag | Inherited from MyEntity |
| Synchronized | Gets or sets if the entity should be synced. Inherited from IMyEntity |
| SyncObject | Gets SyncObject used for synchronizing data over network with Inherited from IMyEntity |
| SyncObject | Inherited from MyEntity |
| Transparent | Gets or sets Transparency . When setting true entity would be 25% transparent Inherited from IMyEntity |
| UpdateDuration | Inherited from MyEntity |
| UpdateFlags | Inherited from IMyParallelUpdateable |
| Visible | Gets or sets flag Visible Inherited from IMyEntity |
| WorldAABB | Gets world axis-aligned bounding box Inherited from IMyEntity |
| WorldAABBHr | Gets world axis-aligned bounding box Inherited from IMyEntity |
| WorldMatrix | Gets world matrix of this entity Inherited from IMyEntity |
| WorldMatrix | Gets or sets world matrix. Inherited from IMyEntity |
| WorldMatrix | Inherited from MyEntity |
| WorldMatrixInvScaled | Get scaled, inverted world matrix. Same as GetViewMatrix() , GetWorldMatrixNormalizedInv() , WorldMatrixNormalizedInv , but not normalized Inherited from IMyEntity |
| WorldMatrixNormalizedInv | Get normalized, inverted world matrix. Same as GetViewMatrix() , WorldMatrixNormalizedInv Inherited from IMyEntity |
| WorldVolume | Gets bounding sphere of this entity Inherited from IMyEntity |
| WorldVolumeHr | Gets bounding sphere of this entity Inherited from IMyEntity |
| IsCCDForProjectiles | Obsolete Inherited from IMyEntity |
| LocationForHudMarker | Obsolete Inherited from IMyEntity |
Constructors
| Member | Description |
|---|---|
| MySkinnedEntity() | |
| MyEntity() | Inherited from MyEntity |
| MyEntity(bool) | Inherited from MyEntity |
Methods
| Member | Description |
|---|---|
| static GetCubeBlockParent(MyEntity) | Inherited from MyEntity |
| AddCommand(MyAnimationCommand, bool) | Enqueue animation command. Parameter sync is used in child classes. |
| GetAdditionalRotation(string) | |
| Init(StringBuilder, string, MyEntity, float?, string) | |
| ObtainBones() | Get the bones from the model and create a bone class object for each bone. We use our bone class to do the real animated bone work. |
| SetBoneLODs(Dictionary<float, String[]>) | |
| UpdateAfterSimulationParallel() | |
| UpdateAnimation(float) | |
| UpdateBeforeSimulationParallel() | |
| UpdateControl(float) | |
| AddDebugRenderComponent(MyDebugRenderComponentBase) | Inherited from MyEntity |
| AddToGamePruningStructure() | Inherited from MyEntity |
| AfterPaste() | Inherited from MyEntity |
| ApplyLastControls() | Inherited from MyEntity |
| BeforePaste() | Inherited from MyEntity |
| BeforeSave() | Called before method GetObjectBuilder, when saving sector Inherited from IMyEntity |
| BeforeSave() | Called before method GetObjectBuilder, when saving sector Inherited from MyEntity |
| ClearDebugRenderComponents() | Inherited from MyEntity |
| Close() | This method marks this entity for close which means, that Close will be called after all entities are updated Inherited from IMyEntity |
| Close() | This method marks this entity for close which means, that Close will be called after all entities are updated Inherited from MyEntity |
| ContainsDebugRenderComponent(Type) | Inherited from MyEntity |
| CreateSync() | Inherited from MyEntity |
| DebugDraw() | Calls debug draw of entity Inherited from IMyEntity |
| DebugDraw() | Inherited from MyEntity |
| DebugDrawInvalidTriangles() | Calls special debug draw, that highlighting invalid triangles in model Inherited from IMyEntity |
| DebugDrawInvalidTriangles() | Inherited from MyEntity |
| DebugDrawPhysics() | Draw physical representation of entity Inherited from MyEntity |
| Delete() | Performs real cleaning of entity. Should be called by game. Modders should prefer Close() method. Inherited from IMyEntity |
| Delete() | Every object must have this method, but not every phys object must necessarily have something to cleanup Inherited from MyEntity |
| DeserializeControls(BitStream, bool) | Inherited from MyEntity |
| DoOverlapSphereTest(float, Vector3D) | Checks if intersects Works only with IMyVoxelBase Inherited from IMyEntity |
| DoOverlapSphereTest(float, Vector3D) | Inherited from MyEntity |
| EnableColorMaskForSubparts(bool) | Allows subparts have different color than their parent Inherited from IMyEntity |
| GetBaseEntity() | Inherited from MyEntity |
| GetChildren(List |
Gets children of entity. Child - entity, who's Parent is this entity Inherited from IMyEntity |
| GetDiffuseColor() | Gets render diffuse color Inherited from IMyEntity |
| GetDistanceBetweenCameraAndBoundingSphere() | Distance from camera to bounding sphere of this phys object. Result is always positive, even if camera is inside the sphere. (in meters) Inherited from IMyEntity |
| GetDistanceBetweenCameraAndBoundingSphere() | Inherited from MyEntity |
| GetDistanceBetweenCameraAndPosition() | Distance from camera to position of entity. Inherited from IMyEntity |
| GetDistanceBetweenCameraAndPosition() | Inherited from MyEntity |
| GetDistanceBetweenPlayerPositionAndBoundingSphere() | Inherited from MyEntity |
| GetFriendlyName() | Not used. Actually not a friendly name Inherited from IMyEntity |
| GetFriendlyName() | Inherited from MyEntity |
| GetHudParams(bool) | Inherited from MyEntity |
| GetIntersectionWithAABB(ref BoundingBoxD) | Return true if object intersects specified bounding box. Inherited from IMyEntity |
| GetIntersectionWithAABB(ref BoundingBoxD) | Inherited from MyEntity |
| GetIntersectionWithLine(ref LineD, out MyIntersectionResultLineTriangleEx?, IntersectionFlags) | Get intersection of model with provided line Inherited from IMyEntity |
| GetIntersectionWithLine(ref LineD, out Vector3D?, bool, IntersectionFlags) | Inherited from MyEntity |
| GetIntersectionWithLine(ref LineD, out MyIntersectionResultLineTriangleEx?, IntersectionFlags) | Inherited from MyEntity |
| GetIntersectionWithLineAndBoundingSphere(ref LineD, float) | Calculates intersection of line with any bounding sphere in this model instance. Center of the bounding sphere will be returned. It takes boundingSphereRadiusMultiplier argument which serves for extending the influence (radius) for interaction with line. Inherited from IMyEntity |
| GetIntersectionWithLineAndBoundingSphere(ref LineD, float) | Inherited from MyEntity |
| GetIntersectionWithSphere(ref BoundingSphereD) | Return true if object intersects specified sphere. Inherited from IMyEntity |
| GetIntersectionWithSphere(ref BoundingSphereD) | Inherited from MyEntity |
| GetInventory() | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
| GetInventory(int) | Search for inventory component with maching index. Inherited from IMyEntity |
| GetInventory() | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
| GetInventory(int) | Search for inventory component with matching index. Inherited from IMyEntity |
| GetInventoryBase(int) | Search for inventory component with maching index. Inherited from MyEntity |
| GetInventoryBase() | Simply get the MyInventoryBase component stored in this entity. Inherited from MyEntity |
| GetLargestDistanceBetweenCameraAndBoundingSphere() | Largest distance from camera to bounding sphere of this phys object. Result is always positive, even if camera is inside the sphere. It's actually distance between camera and opposite side of the sphere Inherited from IMyEntity |
| GetLargestDistanceBetweenCameraAndBoundingSphere() | Inherited from MyEntity |
| GetObjectBuilder(bool) | Returns object builder - object representing block state, and allows restore it. Used in game save, or syncing over network. Inherited from IMyEntity |
| GetObjectBuilder(bool) | Gets object builder from object. Inherited from MyEntity |
| GetPosition() | Gets position in world coordinates Inherited from IMyEntity |
| GetSmallestDistanceBetweenCameraAndBoundingSphere() | Smallest distance between camera and bounding sphere of this phys object. Result is always positive, even if camera is inside the sphere. Inherited from IMyEntity |
| GetSmallestDistanceBetweenCameraAndBoundingSphere() | Inherited from MyEntity |
| GetSubpart(string) | Gets subpart by subpart name Inherited from IMyEntity |
| GetSubpart(string) | Inherited from MyEntity |
| GetTopMostParent(Type) | Gets top most Parent of specified type. Top most is entity that doesn't have parent (of specified type) Inherited from IMyEntity |
| GetTopMostParent(Type) | Return top most parent of this entity Inherited from MyEntity |
| GetTrianglesIntersectingSphere(ref BoundingSphere, Vector3?, float?, List<MyTriangle_Vertex_Normals>, int) | Return list of triangles intersecting specified sphere. Angle between every triangleVertexes normal vector and 'referenceNormalVector' is calculated, and if more than 'maxAngle', we ignore such triangleVertexes. Triangles are returned in 'retTriangles', and this list must be preallocated! IMPORTANT: Sphere must be in model space, so don't transform it! Inherited from IMyEntity |
| GetTrianglesIntersectingSphere(ref BoundingSphere, Vector3?, float?, List<MyTriangle_Vertex_Normals>, int) | Inherited from MyEntity |
| GetViewMatrix() | Get normalized, inverted world matrix. Same as GetWorldMatrixNormalizedInv() , WorldMatrixNormalizedInv Inherited from IMyEntity |
| GetViewMatrix() | Inherited from MyEntity |
| GetWorldMatrixNormalizedInv() | Get normalized, inverted world matrix. Same as GetViewMatrix() , WorldMatrixNormalizedInv Inherited from IMyEntity |
| Init(MyObjectBuilder_EntityBase) | Inherited from MyEntity |
| Init(StringBuilder, string, MyEntity, float?, string) | Inherited from MyEntity |
| InitComponents() | Inherited from MyEntity |
| InitComponentsForTesting() | Inherited from MyEntity |
| IsVisible() | Gets or result of function IsVisible() . Function inside check for IsVisible(IMyEntity) Inherited from IMyEntity |
| OnAddedToScene(object) | Adds entity to scene: init updates, render physics Inherited from IMyEntity |
| OnAddedToScene(object) | Called when [activated] which for entity means that was added to scene. Inherited from MyEntity |
| OnRemovedFromScene(object) | Remove entity and it's children from scene: stops updates and render, deactivates physics. Usually called when entity deleted Inherited from IMyEntity |
| OnRemovedFromScene(object) | Inherited from MyEntity |
| OnReplicationEnded() | Inherited from MyEntity |
| OnReplicationStarted() | Inherited from MyEntity |
| Pin() | Inherited from MyEntity |
| PrepareForDraw() | Method is called defacto from Update, preparation fo Draw Inherited from MyEntity |
| RaisePhysicsChanged() | Inherited from MyEntity |
| RefreshModels(string, string) | Inherited from MyEntity |
| RemoveDebugRenderComponent(Type) | Inherited from MyEntity |
| RemoveDebugRenderComponent(MyDebugRenderComponentBase) | Inherited from MyEntity |
| RemoveFromGamePruningStructure() | Inherited from MyEntity |
| ResetControls() | Inherited from MyEntity |
| SerializeControls(BitStream) | Inherited from MyEntity |
| SetColorMaskForSubparts(Vector3) | Sets subparts custom col Inherited from IMyEntity |
| SetEmissiveParts(string, Color, float) | Sets the emissive value of a specific emissive material on entity. Inherited from IMyEntity |
| SetEmissiveParts(string, Color, float) | Inherited from MyEntity |
| SetEmissivePartsForSubparts(string, Color, float) | Sets the emissive value of a specific emissive material on all entity subparts. Inherited from IMyEntity |
| SetEmissivePartsForSubparts(string, Color, float) | Inherited from MyEntity |
| SetFadeOut(bool) | Inherited from MyEntity |
| SetLocalMatrix(Matrix, object) | Sets local matrix. When entity, has parent, it's world coordinates are calculated from localMatrix and parent world matrix Inherited from IMyEntity |
| SetPosition(Vector3D) | Set WorldMatrix's Translation . Moves entity. Inherited from IMyEntity |
| SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange>) | Sets subparts custom skinning. Copy values from TextureChanges , then change needed keys. You can retrieve values for exact skin with following code:csharp<br />MyDefinitionManager.Static.GetAssetModifierDefinitionForRender(skinId);<br /><br />Inherited from IMyEntity |
| SetWorldMatrix(MatrixD, object) | Sets world matrix of entity. Inherited from IMyEntity |
| Simulate() | Inherited from MyEntity |
| Teleport(MatrixD, object, bool) | When moving entity over large distances or when entity has children, using this method preferred over SetPosition(Vector3D) Inherited from IMyEntity |
| Teleport(MatrixD, object, bool) | Inherited from MyEntity |
| ToString() | Inherited from MyEntity |
| TryGetDebugRenderComponent |
Inherited from MyEntity |
| TryGetSubpart(string, out MyEntitySubpart) | Gets subpart by subpart name Inherited from IMyEntity |
| TryGetSubpart(string, out MyEntitySubpart) | Inherited from MyEntity |
| Unpin() | Inherited from MyEntity |
| UpdateAfterSimulation() | Inherited from MyEntity |
| UpdateAfterSimulation10() | Inherited from MyEntity |
| UpdateAfterSimulation100() | Inherited from MyEntity |
| UpdateAfterSimulationParallel() | Inherited from IMyParallelUpdateable |
| UpdateAnimation(float) | Inherited from IMySkinnedEntity |
| UpdateBeforeSimulation() | Inherited from MyEntity |
| UpdateBeforeSimulation10() | Called each 10th frame if registered for update10 Inherited from MyEntity |
| UpdateBeforeSimulation100() | Called each 100th frame if registered for update100 Inherited from MyEntity |
| UpdateBeforeSimulationParallel() | Inherited from IMyParallelUpdateable |
| UpdateControl(float) | Inherited from IMySkinnedEntity |
| UpdateGamePruningStructure() | Update position of entity in MyGamePruningStructure. Calls:csharp<br />MyGamePruningStructure.Move(this)<br /><br />Inherited from IMyEntity |
| UpdateGamePruningStructure() | Inherited from MyEntity |
| UpdateOnceBeforeFrame() | Inherited from MyEntity |
| UpdateSoundContactPoint(long, Vector3, Vector3, Vector3, float) | Inherited from MyEntity |
| UpdatingStopped() | Inherited from MyEntity |
| AddToGamePruningStructure() | Obsolete: Only used during Sandbox removal. Inherited from IMyEntity |
| RemoveFromGamePruningStructure() | Obsolete: Only used during Sandbox removal. Inherited from IMyEntity |
| SetTextureChangesForSubparts(Dictionary<string, MyTextureChange>) | Obsolete This calling is obsolete, use another version. Inherited from IMyEntity |
Inheritance: MyEntity
Implements: